Slaanesh sorcerer lord (lvl 4, barded steed, talisman of protection and DAEMON SWORD(mwahaha))
bray shaman(lvl 2, power familiar)
exalted champpion of undivined(great weapon, barded steed, general)
2x20 marauder(great weapon, full command)
2xchaos charriot of undivined
2x5 chaos hound
2 beastherd each 6 gor(inc foe-render, all add.hw) and 7 ungor
12xdaemonettes
dragon ogre shaggoth(great weapon, light armour)
Slaanesh sorcerer got 1, 3, 5 and 6 for spells(I would have prefered frenzy spell over 6th spell but no biggie) and bray shaman got 1 and 4 from death lore. Overall excelent spell selection that I was happy in. Terrain features were forrest in my center, hill at center-left, another at center(and just a wee bit right). Another forrest at his center and bit left. Third forrest at center-right.
His army was:
Elector count with dragon bow, great weapon and 4+ ward save
army standard with stubborn banner
master engineer with hochland rifle
lvl 1 mage with 2 dispel scrolls
big unit(24?) of spearmen with handgunner(5) and halberd(8) detachments with banner of griffon
similar swordmen unit
7? inner circle knight with warbanner
5 huntsmen(or partisan halflings as he call them)
16 greatsword
2xcannon
mortar
hellblaster
Unusual list for him. He's clearly trying different elements in empire army now that he has started using it over DOW list(though he plans to keep using DOW units through rare choises). He chose rerolls for mage.
Deployment. Empire left to right.
Mortar with engineer, great swords, hellblaster in forrest, spear unit(handgunners left of it, cannon between detachment and unit), cannon, swordmen unit(both detachements to right, handgunners furthest) w/army standard, knights. Huntsmen infiltrated behind center-right forrest.
Chaos. Left to right.
Hounds screening charriot, sorcerer, general, charriot, beastherd w/shaman screening both marauder units and then daemonettes, another beastherd in forrest, hounds, shaggoth.
I won the first turn. Hurah!
Chaos 1st.
Army advanced at pretty much full speed, no stop. Magic. Basic missile(triple 6
Empire 1st.
Knights opt to charge shaggoth(I was like WTF???). Annoyingly he failed terror test and ran offboard(annoyingly because I would have prefered risk of h2h over getting shot by cannons!). No other charges(obviously). Greatswords advanced(funnily pretty much the same way the spell would have forced to
Chaos 2nd.
General, sorcerer and one charriot declared charge at great sword. Opponent thought about fleeing but he correctly judged that charriot was out of reach and thought to himself 'heck it's just exalted champpion + sorcerer' so held
Empire 2nd.
Not much movement. Magic got him reroll(he rolled 11 and I opted to use 4 dices and rolled double 1). Shooting. Cannon blew out 3 ungors from unit top of hill, hellblaster concentrated on another block causing major damage(using reroll to keep thing together after rolling misfire. Darn!) This saw them run and they wouldn't rally. Mortar blew out 7 or so marauder from leftmost unit and rest panicked. Dragon bow from elector count(that had moved near to my characters) killed my general(Darn). Other cannon didn't do much.
Chaos 3rd.
Sorcerer turns to look at elector count. Marauder unit and daemonettes move toward spearmen, keeping them out of reach(I had a plan and didn't want to get charged. I suspected that other block had griffon banner but didn't know which one and didn't want to get charged by one that did). Charriot tried to charge mortar, fell short. Magic. Blissful Throes blew out the cannon that had suffered crew casualty(literally blew the CANNON. All 6 hits went into machine...). Bray shaman miscasted and suffered the 3rd result(no harm from scatter thouhg). Delusions into Elector count casted succesfully and I put marker top of my sorcerer(either he moves front of him or he charges him...Mwahahaha
Empire 3rd.
After some deliberations he opts to charge my sorcerer(desperate but alternatively he could wait to be charged with flee option meaning certain death. Also he probably hoped to get me kill myself by first causing wound or two with great weapon and then hoping 1 to hits killing me). Swordmen charged beastherd and I opted to flee. Engineer separated himself from mortar(no suprises). Magic not much. Shooting. Mortar blew out 9 from another marauder block(ooooh!) but panic check passed. Cannon didn't do much. Hellblaster shot at rallied marauder block and blew them out(ouch). Combat. Elector count wounds my sorcerer but is killed in return(something to note. No 1's to hit so far). I overran but overran WAY too much(15).
Chaos 4th.
Sorcerer into flank of swordmen(hurah!). Annoyingly I failed to notice the army standard(had forgot he had one) and so didn't put sorcerer into contact with him(if he challenges good, I get overkill. If he doesn't I could have allocated number of attacks equal to his remaining wounds each round and ensure maximal damage). Charriot charged mortar and he fled but was caught anyway. Magic. I cast delusions on spearmen, forcing them to move toward marauders(and expose flank to daemonettes
Empire 4th.
Spearmen moves forward due to spell(annoyingly he couldn't march so he STILL was out of reach of my marauders). Not much else. Shooting. In total 7 daemonettes died(damn hellblaster). Charriot smashed apart by cannonball. Combat. Sorcerer lashes out and kills 4 swordmen. 1's to hit were STILL missing. Break test passed, again.
Chaos 5th.
Daemonettes into flank of spearmen, marauders tried but failed to reach. Detachment trying to counter charge failed fear check. Magic. Spasms cast into swordmen succesfully(now that I remembered to use only 3 dices). Hurah! Unbreakability spell at sorcerer failed(darn). Delusions at hellblaster(take that and MOVE!) cast and he failed to dispel. Marker front of hellblaster, putting it conviniently front of my charriot
Empire 5th.
Both halberd detachements(one to flank, other to rear) try to charge daemonettes but LD failed them(not that it really matters when daemonettes begin combat 8-0). Not much else. Shooting. Hellblaster smashed the charriot apart(22 S5 -3 save hits. OUCH!). Cannon misfired and wouldn't shoot anymore. Combat. Daemonettes went poof and this panicked the marauders.
Chaos 6th.
Beastshaman panicked(argh). Sorcerer rallied. Magic. Delusions at handgunners next to sorcerer and looking at him failed(ARGH!). Throes at cannon failed to cast. Sigh.
Empire 6th.
This turn events. Magic gave him 2 rerolls which he used to get total of 2 handgunner wound to sorcerer. Armour stopped 1 and then it was time to roll for ward save...SUCCESS! Sorcerer lived on and denied some 200 pts from him. Hurah!
Game over. I lost by ~770 pts so solid loss.